• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Fixed Caravel can be repainted into Cursed version

The_Hussar

Landlubber
In the shipyard there is a tab called apperiance. I chose a Cursed caravel and my humble ship got 100 k hull points, 52 cannons, ect. The crew disappeared from the animation on the sea and never came back even if I changed the ship. To be honest it felt like cheating to have such a ship so early in the game ( I had a 7th rate ship back then). I guess this was already reported long ago but I found it strange.
 
Please also note your game version. Its 3.5 yes?
I believe we fixed this already in beta4
 
Please also note your game version. Its 3.5 yes?
I believe we fixed this already in beta4
The confirmed it is Beta 3.5; I copied only the relevant section of the post.
As per my below comment, this is just for myself. I'll double-check it and fix it if still needed.

In the shipyard there is a tab called apperiance. I chose a Cursed caravel and my humble ship got 100 k hull points, 52 cannons, ect. The crew disappeared from the animation on the sea and never came back even if I changed the ship. To be honest it felt like cheating to have such a ship so early in the game ( I had a 7th rate ship back then). I guess this was already reported long ago but I found it strange.
Cannot remember if this was ever reported and fixed before, so I made a note about this here on the Bug Tracker to remind myself to check it.
If it is indeed still wrong in the latest update, it should be easily fixed. Thansk for reporting! :cheers
 
You're absolutely right, @The_Hussar!
In ships_init.c, that last line marked KK here should not be in there:
Code:
//-------------------------------------------------------------------------
// Cursed Caravel, Reskinned PO_Caravel50 by Cylon13 (Caravela Hybrid)
//  <SWS - Willemstad Builders' Trials Winter 09 S/N 005> (WBT1 L mod 1)
//-------------------------------------------------------------------------
   makeref(refShip,ShipsTypes[n]);
   n++;
   refShip.Name       = "CursedCaravel";
   refShip.All        = "Caravel1";
   refShip.SName        = "CursedCaravel";
   refShip.walk       = "";
   refShip.unique       = true;
   refShip.id         = refShip.Name;
   refShip.Nation         = PIRATE;
   refShip.Class      = 5;
   refShip.Cannon       = CANNON_TYPE_LONG_LBS12;
   refShip.MaxCaliber     = 12;
   refShip.Weight       = Tonnes2CWT(300);
   refShip.Capacity     = 2000;
   refShip.CannonsQuantity    = 32;
   // NK cannon qtys 05-04-18 -->
   refShip.Cannons.Borts.cannonf.qty = 2;
   refShip.Cannons.Borts.cannonb.qty = 4;
   // NK <--
   refShip.MaxCrew      = 200;
   refShip.MinCrew      = 40;

   refShip.Price      = 70000;
   refShip.HP        = 100000;
   refShip.SP        = 999999;

   refShip.BigPicTexName   = "SHIPS2"; // Armada
// KK -->
   refShip.EmblemedSails.normalTex = "sail_dutchman2.tga";
   refShip.EmblemedSails.nationFileName = "sail_dutchman2.tga";

   refShip.BI.Tex = 10;
   refShip.BI.Pic = 4;
   refShip.QDeck = "ShipDeck5";
   refShip.CannonsDeck = 1;
   refShip.CargoHold = 1;
   refShip.Cabin = "Cabin_small";
   refShip.Flags.Mast1.Flag1 = FLAG_NONE;
   refShip.Flags.Mast2.Flag1 = FLAG_NONE;
   refShip.Flags.Mast3.Flag1 = FLAG_NONE;
   refShip.Flags.Mast4.Flag1 = FLAG_NONE;
// <-- KK

   refShip.CanEncounter   = false;
   refShip.CanBuy     = false;
   refShip.Model = "Caravel"; // KK
That was the reason why you could repaint ANY caravel into its cursed variant, which was not intentional.
This may require a new game, but a Reinit (F11) might do the trick as well.
 
Back
Top